Maybe this hagraven might be a dilettante, self-taught scholar figure, trying to hack Direnni magick (examining gathered artifacts, most notably a Magus console her tribe scavenged for her from this ruins) for her sinister purposes?

I think that the hagraven could be a questgiver for the player, since the player can go and investigate other ruins to see functioning Magus consoles, and get artifacts that may not be present at this particular ruin. (maybe even turn on the player at the end?)

Good luck! This tileset can be tricky sometimes, especially when it comes to transistions between various tile types and ceilings, so don't let that discourage you. Feel free to ask if you have any questions or doubts.

I think that the hagraven could be a questgiver for the player, since the player can go and investigate other ruins to see functioning Magus consoles, and get artifacts that may not be present at this particular ruin. (maybe even turn on the player at the end?)

Sounds great. I believe we wanted this tribe to have a problem with a wereboar curse spreading, so maybe the mother wants to use Direnni arcane knowledge to cure her tribesmen, and she need player to fetch some stuff how you said? Turning on the player later is feasible too, these guys here are supposed to be nearly savage and definitely not trustworthy.

Finally, how big would the ruin be?

You should wait for roerich with that, but I believe 3-4 Direnni rooms and then a cave-in part would be ok? The cave could stretch under the village, reaching to more hidden Direnni chambers then. Definitely something smaller than whole Mirilstaren complex, but maybe something similar to Amhrotal in size? With different, standard layout of course. By the way, here's an overview of Direnni ruins of eastern Reach; yours is Vars Tharnil.

Update. Here's the basic layout of the interior, and as berry said the tileset is a bit tricky but i was able to figure it out. I plan on adding cave parts to what is currently there, and making an interior cell that is mostly cave (accessible by the door that doesn't yet go anywhere)

I love how it looks already. Good work at figuring out about these tiles and i think i finally realise what's the problem with the staircase. I didn't ever truly stress-test it for these combined usages. I'll see about providing an alternate upper end for the staircase to prevent issues with previous interiors.

I went through and looked at it, and here are my findings:
The key wasn't completely implemented, so it doesn't work
The bedrooms should be changed, as most of the beds are inaccessible and it feels to cramped, so it should be made into a proper room instead of from hallways.
The path through the caverns shouldn't be locked, but the path to the Magus Console should be.
The caverns should be looked over to see if there's an acceptable level of detail.